Thursday, 26 February 2026

The Sudan Posting, 1884–1885

📖 A Regimental History of The North Durham Rifles, 1884 to 1914.

VOLUME I

The Sudan Posting, 1884–1885

1st Battalion, Queen’s North Durham Rifles (89th Foot)

Opponents throughout: Mahdist tribal forces
(use Afghans as add-ons to my Perry Mahdists)

British force on table:

  • Usually 3 Rifle  Companies
  • Battalion Command (CO + subalterns)
  • Optional Maxim (scarce ammunition)

My campaign map shows the River War. The river is a spine, rocky hills, dunes, Fort Karad, brackish water, the besieged town.

The campaign should feel like it literally unfolds along the map.



VOLUME I – SUDAN 1884–85

“Sketch Map – For Field Use Only”

The campaign follows the map from north to south along the Nile, touching each inset in turn.

THE NORTH DURHAM FIELD COLUMN
A Sudan Campaign


SCENARIO I

“The Wadi of Shadows”

(Opening March Contact)

Situation

The column advances inland, leaving the Nile behind. Progress is slow through a dry wadi — steep banks, broken ground, and too many blind corners.

They are being watched.

Then the firing starts.


Table

  • A winding wadi running diagonally across table (counts as broken ground)
  • Steep banks (block LOS unless within 3” of edge)
  • Rocky ridges overlooking sections
  • Sparse scrub

Objectives

British

  • Exit at least 60% of force off far table edge
  • Keep formation intact (no more than 2 broken units)

Mahdists

  • Inflict casualties (break 2 units OR kill officer)
  • Withdraw at least half force

Special Rules

Hidden Enemy
Mahdists deploy hidden along wadi edges and ridges.

Confined Column
British begin in march column:

  • No firing Turn 1
  • Must spend 1 turn to deploy into line

Ambush Fire
First Mahdist volley gains:

  • +1 to hit OR reroll misses

Campaign Effect

  • If British badly mauled → start Scenario II with Disorder
  • If Mahdists fail to inflict damage → British gain +1 Confidence

SCENARIO II

“The Abandoned Village”

(The False Refuge)

Situation

After the ambush, the column reaches a mud village. It appears deserted.

It is not.

Snipers, hidden fighters, and sudden close assaults erupt as the British attempt to rest and resupply.


Table

  • Mud-hut village (clustered buildings, tight alleys)
  • Palm trees / enclosures
  • Low walls and animal pens
  • Open desert around

Objectives

British

  • Clear the village
  • Locate hidden supplies (2 markers)

Mahdists

  • Kill an officer OR
  • Keep at least one supply cache hidden
  • Withdraw 50% of force

Special Rules

Hidden Cells
Mahdists placed as markers:

  • Reveal when British within 6” or they fire

Sniper Fire
First 2 turns:

  • Mahdists firing from buildings count as hard cover

False Security
British units inside buildings:

  • Cannot react to attacks from outside on same turn

Campaign Effect

  • If supplies found → ignore fatigue penalties next game
  • If not → Scenario III begins with reduced ammo / supply

SCENARIO III

“Broken Ground at Jebel Rahma”

(Rocky Ambush Battle)

Situation

The column pushes into high rocky ground. The terrain fractures into ridges, gullies, and stone outcrops.

Perfect ground for a decisive ambush.

The Mahdists intend to fix and destroy the column here.


Table

  • Rocky hills and ridgelines dominating table
  • Narrow passes between rocks
  • No flat open ground
  • Scattered boulders (cover everywhere, but broken LOS)

Objectives

British

  • Break through to far edge
  • Keep artillery / Maxim operational

Mahdists

  • Disable British firepower (Maxim/artillery)
  • Inflict 40% casualties

Special Rules

Fragmented Battlefield
No unit may move more than 8” in a straight line without obstruction.

Close Assault Terrain
Charges from within 6” of rocks gain:

  • +1 combat bonus

Command Breakdown
Officers must test to issue orders beyond 12”


Campaign Effect

  • If British guns lost → final scenario begins at severe disadvantage
  • If Mahdists fail → final scenario British gain fire superiority

SCENARIO IV

“The Last Wells”

(Final Battle – Survival Fight)

Situation

The column reaches a vital desert well — the only water for miles.

Both sides know: Whoever holds it decides everything.

This is not a siege.
This is exhaustion, thirst, and the final clash.


Table

  • Central well / water source
  • Low rocky rises around
  • Open desert approaches
  • Optional small ruined structure or shrine

Objectives

British

  • Control the well by Turn 8
  • Maintain at least 2 formed units

Mahdists

  • Deny the well
  • Break British force OR control water

Special Rules

Thirst
From Turn 4:

  • Units not within 12” of well suffer fatigue penalties

Desperate Charges
Mahdist units below half strength gain:

  • +1 in melee

Last Reserves
Each side may hold 1 unit off-table:

  • Arrives Turn 5 on a random edge

Campaign Resolution

  • British Victory → Column survives, battered but intact
  • Mahdist Victory → Column destroyed in desert
  • Draw → Survivors stagger back to Nile — campaign inconclusive

Campaign Flow – Following the Map

1️⃣ Secure the River

2️⃣ Silence Fort Karad

3️⃣ Survive the Inland March

4️⃣ Relieve the Town

The map is now the campaign spine.

Each scenario:

  • Tied to a visible feature
  • Uses map annotations as rules
  • Feels geographically connected

Scenarios V–VIII — are smaller, sharper, more personal engagements I can insert between the map-linked battles.

They follow a second map, set further south than the original



SCENARIO V

“The Inland Convoy”

December 1884
“The men were untried. The officers more so.”

(Smaller action derived from The March Inland)


Forces (Up to 20 per side)

British (18–20 figures)

  • 1 Captain
  • 2 Subalterns
  • 2 Sections (6–8 men each)
  • 2–3 Supply markers (mule teams)

Mahdists (15–20 figures)

  • 1 local Emir
  • 3–5 riflemen
  • Remainder spear-armed warriors

Table

  • 4x4 recommended
  • Dry wadi crossing centre
  • Low scrub patches
  • Long sight lines

Situation

A reduced column escorts critical supplies away from the Nile.
No one is certain the enemy is nearby.

That certainty does not last.


Objectives

British

  • Escort at least 2 supply markers off-table
  • Keep officers alive

Mahdists

  • Destroy or capture 1 supply marker
  • Wound or kill an officer

Special Rules

Heat & Dust (Tight Table Version) After Turn 4:

  • Running causes automatic fatigue test.

Officer Exposure Both subalterns must:

  • Issue at least one order during the game.

Uncertain Contact Mahdists deploy hidden beyond 12”.


Campaign Consequences

  • Any officer wounded: mark against his name.
  • If supplies lost: Battalion Fatigue +1.
  • If no officer casualty: one subaltern gains “Steady Under Fire.”

This establishes personal reputations.


SCENARIO VI

“Sunset at the Cut-Off Fort”

January 1885
“Relieved at sunset. Attacked at nightfall.”

(Smaller action from The Fort at Dusk)


Forces

British Relief (18–20)

  • 1 Subaltern commanding
  • 2 Sections
  • Optional small Maxim detachment (3 crew)

Mahdists (15–20)

  • 1 leader
  • Mix of rifle & melee

Fort Garrison

  • 4–6 exhausted defenders inside fort

Table

  • Small mud fort centre
  • Broken ground & scrub
  • Narrow approach

Situation

The relief column is small.
The fort is already under pressure.

This is not a grand assault — it’s a desperate link-up.


Objectives

British

  • Enter fort with at least 6 men
  • Hold until Turn 8

Mahdists

  • Prevent link-up
  • Kill relief commander

Special Rules

Fading Light After Turn 3:

  • Visibility 18” After Turn 6:
  • Visibility 12”

Command Responsibility The subaltern in command:

  • Must be within 6” of majority of troops to avoid confusion penalty.

Exhausted Garrison Fort defenders:

  • -1 in melee first round only.

Campaign Consequences

  • Fort lost: Battalion Fatigue +1
  • Fort held: commanding subaltern eligible for promotion note
  • If commander fails 2+ morale tests: “Uncertain in Crisis” tag

SCENARIO VII

“Shots in the Dark”

February 1885
“Firing was heard in the dark. It was not all ours.”

(Scaled from The Night Alarm)


Forces

British (16–20)

  • 1 Captain
  • 1 Subaltern
  • 2 Understrength Sections

Mahdists (15–20)

  • Infiltration force
  • Mostly melee, few rifles

Table

  • Camp layout (tents, crates, wagons)
  • Low visibility entire game
  • 4x4 ideal

Situation

Night infiltration.
No grand battle lines — just confusion.


Objectives

British

  • Maintain unit cohesion
  • Avoid panic

Mahdists

  • Kill officer
  • Break 1 section

Special Rules

Limited Visibility Maximum 12”. Beyond 6” requires spotting roll.

Confusion If a British unit fails morale:

  • Roll D6:
    • 1 = fires at nearest friendly unit.

Officer Exposure Any officer issuing an order:

  • Must roll Exposure test (risking becoming target).

Campaign Consequences

  • Friendly fire incident: permanent -1 Battalion Morale next game.
  • Calm defence (no section breaks): Captain gains “Night Steady.”

This one is psychological.


SCENARIO VIII

“The Wells at Abu Rahman”

March 1885
“The Battalion formed square under severe pressure.”

(Smaller-scale square action)


Forces

British (20 max)

  • 1 Captain
  • 1 Subaltern
  • 2 Sections
  • Optional small Maxim team

Mahdists (20, recycling in waves of 6–8)


Table

  • Open desert
  • Central well marker
  • Minimal scrub

Situation

Cut off from water, small detachment forced to form square.

This is not a brigade square.

It is a fragile box of exhausted men.


Objectives

British

  • Hold square until Turn 8
  • Keep at least 1 officer alive

Mahdists

  • Break square
  • Enter square interior

Special Rules

Improvised Square Forming square costs one full turn. If charged before completion:

  • -1 melee first round.

Wave Assault Mahdists return in small waves until morale collapse.

Colours (Optional) If present:

  • Officer must be in base contact or morale penalty applies.

Campaign Consequences

If square breaks:

  • Formal Inquiry triggered (one officer disgraced).

If square holds:

  • Battalion Reputation permanently increases.
  • One officer gains “Mentioned in Dispatches.”

This is the legend-maker.


How These Function

Scenarios V–VIII are:

  • Smaller
  • Officer-focused
  • Insertable between the major map-linked actions
  • Designed for 4x4 table, 90–120 minutes play
  • Character-driven rather than tactical grind

They preserve the narrative tone:

  • Exposure
  • Reputation
  • Fatigue
  • Political consequence

CLOSE OF VOLUME I (1885)

After the last Scenario :

For each surviving subaltern:

  • Roll for Wounds / Fever
  • Roll for Promotion or Stagnation
  • Add one permanent descriptor:
    • “Steady under Fire”
    • “Reckless”
    • “Quietly Reliable”
    • “Unfit for Independent Command”

Those labels will follow them for 30 years.


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